Machine Head (3.5e Prestige Class)
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 Machine Head
|“||She has NOT ruined my life. You have ruined my life with her!||”|
|—Brono, Gnome Machine Head|
Vehicles are the life of many civilisations. They can be used to transport supplies, negotiate and even conquer. A Machine Head takes his love of vehicles to a whole new level, losing interest in everything, but his perfect machine. By the time he has built it, he knows the machine so well, that he belives himself part of it.
 Becoming a Machine Head
The dwarven artisan who needs to dig, the gnome artificer who yearns to fly, the human explorer with a fascination with the sea, all could choose to become Machine Heads. It doesn't matter where you've been, if insiration calls, you must listen. Once you've seen something, you can't unsee it, so why not copy it. To design and create a machine, Intelligence and Wisdom are required. A strong man can build, but a smart man can create.
|Skills:||Craft(Mechanics) 10 ranks, Craft(Electronics) 10 ranks, Profession(Pilot) 5 ranks.|
|Feats:||Skill Focus Craft(Mechanics), Skill Focus Craft(Electronics).|
|Special:||Must have had experience with machines of clockwork or higher complexity, of medium or higher size.|
Class Skills (6 + Int modifier per level)
 Class Features
All of the following are class features of the Machine Head.
Blue Printing (Ex): A Machine Head understands the tedious nature of the things he works with, and as such has learned to effectively write out a plan for anything he wants to create. Drawing up blue prints takes a number of hours equal to the difficulty class of the object + his Machine Head class levels. Once complete, so long as he has the blue prints, he gets a +10 circumstance bonus on craft checks to do with that item.
Vechicle Creation (Ex): Upon reaching 2nd level, a Machine Head has thought enough about his vehicle to begin the building process. He begins by writing up blue prints (see above). The vehicle is at least 1 size category larger the the Machine Head. He must choose a base to start from the following list. He may choose more then one, but that increases the DC to actually create it.
Land Vehicle. A vehicle with this base can travel over land. It may be specialised to lower the creation DC, or it can be all-terrain. The movement speed is 50. This has a DC of 15 for all-terrain, or 12 for specialised.
Sea Vehicle. A vechicle with this base can travel through water. It may be limited to above water for a lower creation DC, or it can be sub-marine. The movement speed is 40. This has a DC of 20 for sub-marine, or 15 for limited.
Air Vehicle A vehicle with this base can fly with clumsy manuverability. The movement speed is 30. This has a DC of 20.
If more then one base is chosen, the DC is equal to half the total DC's for the bases chosen + 4. For example, a flying snowmobile, (air base, and specialised land base) has a creation DC of 21, or 12 + 20 / 2 + 4.
To pilot the vehicle the Machine head must make a DC 15 Profession(pilot) check each round under pressure. If not under pressure, the DC is 10 every hour.
Bonded Vechicle (Ex): At 3rd level, a Machine Head is so in tune with his vehicle, that he can pilot it without thinking. He no longer needs to make a check when not under pressure. Whilst under pressure, he only has to make a DC 10 Profession(Pilot) check to stay in control of the vehicle.
Vechicle Upgrade (Ex): At 4th level, and every level thereafter, a Machine Head has picked up on some of the flaws in his vehicle. He may add 2 extra abilities to his vehicle. These abilities are given in the following table.
|Armour||Give the Vehicle Armor||Provides pilot with +5 AC whilst in vehicle|
|Melee Weapon||Give Vehicle melee weapon||Pilot may use Vehicle to attack with Scimitar, Rapier, Light mace|
|Ranged Weapon||Give Vehicle ranged weapon||Pilot may use Vehicle to attack with Light Repeating Crossbow|
|Purpose||Give Vehicle Job Equipment||Provides Vehicle with equipment for a particular purpose. eg. Digging, camping.|
|Speed||Give vehicle speed device||Provides vehicle with a faster engine, increasing speed by 10. It also increases air manuverablity 1 level (if air base was chosen)|
To add any of these, there must be room on the vehicle, and the Machine Head must make a DC 15 Craft(Mechanics) check. If he rolls a one, he has the chance to ruin his vehicle (See below).
Cybernetics (Ex): At fifth level, a Machine Head has learnt enough about his machine to attempt to graft himself to it. The process takes a week, and costs 5000gp. He may remove himself for short periods, unlike most grafts, but he must rejoin himself with 24 hours or die. Rejoining with his vehicle is a full-round action that provokes an attack of opportunity. Whilst joined he may use all of the Vehicles abilities as though they are his own. He may use weapons as natural weapons, and gains a +2 bonus on checks made with job equipment. His base movement speed and carrying capacity are the same as the Vehicles. If the vehicle is destroyed while he is in it, he is considered dying. a DC 25 Heal check can be made to stablise him, and give him a basic life support system.
 Ex-Machine Heads
When a Machine Head loses or ruines his vehicle, he is so distraught that he loses all levels in Machine Head. If he manages to rebuild his Base vehicle, he regains all levels he once had. He may add 2 abilities at this time, if he is of at least 4th level. He may also re-attach himself to the vehicle, if he is of 5th level, for 1000gp. He already knows what to do, and has changed himself to fit. This does not apply if he hasn't already been attached to the vehicle.