- Arm and Supply (requires access to Arsenal II options and higher)
Whenever the Youkai Engineer selects her Arsenal options whose level is lower than her highest Arsenal level access, she has an easier time fitting them together. The arsenal space taken by each of these options is reduced by 5, to a minimum of half their normally required arsenal space, rounded down.
She may work on a mecha while it isn't being piloted to replace its arsenal options with another set of arsenal options available to it. It takes her 5 minutes to remove a piece of arsenal equipped to it and 5 minutes to install another.
She may also reduce her progress point maximum to increase the arsenal storage space of an ally's mecha. Granting 1 point of storage space per progress point invested, to a maximum of 20 per mecha. She gets those points back if the ally's mecha is destroyed or spends 24 hours without her doing at least 5 minutes of maintenance on it. In both cases any arsenal option using that arsenal space becomes nonfunctional and useless.
...we all know less is more, but sometimes you just need to over-engineer something.- Craft of Crafts (requires 5 ranks in any Craft skill)
The Youkai Engineer is amazing at crafting just about everything. Choose one Craft skill in which you have at least 5 skill ranks; you now count as having the same number of skill ranks in every other Craft skill. If you had ranks in more than one Craft skill you may immediately redistribute those skill ranks.
You are nevertheless particularly efficient at crafting things for which you specifically trained for, allowing you to make progress on your creation faster.
If you use the normal number of ranks of a Craft skill to determine the skill check modifier, you calculate the progress by the week using the price of the item in gold pieces instead of silver pieces. When calculating progress by the day, use silver pieces instead of copper pieces.
- Dismantle The Youkai Engineer gains the Trapfinding ability and a keen eye for robotics and machinery; she instinctively knows how to efficiently take them apart. All uses of the Disable Device skill can be accomplished with a single full-round action (maximum action time needed).
She can try to disable an adjacent mecha or constructs with a standard action by succeeding on a disable device check (DC 25 + ½ the constructs' HD), in which case the construct must succeed a fortitude save (DC 10 + ½ your HD + your Intelligence modifier) or be treated as disabled. Whenever the construct receives repairs, the source of the repairs must win an opposed Intelligence check against her to remove that condition (Succeeding a related Craft skill check DC 25 as a full-round action suffices to qualify as a repair, as does any effect that would heal the construct). Successfully using this ability three additional times against the same construct before it recovers from its disability permanently cuts its circuits, making it unconscious despite any immunity. It is unable to heal or cure its unconsciousness by any means for 5 minutes.
Don't judge something by its cover. Pry it off and judge it by the precious, salvageable parts calling for you inside.Emergency PackageSometimes, or maybe often, your Toolpak gets broken for a reason or another.
That's why you got a contingency plan. If your Toolpak shatters, on top of keeping your Arsenal weapons and accessories you retain your storage space, you keep your remaining energy in a portable energy battery and may still use your experimental engineering options as if you still had your Toolpak.
It is always better than nothing.- Energy Shield (requires 10 ranks in knowledge (Architecture and engineering))
Through intense research, the Youkai Engineer has developed a means to create a special Arsenal accessory of her own.
If she invests 25 arsenal space for this ability, she gains the Gravity Wall Prototype special property.
Once she gains access to Arsenal VI options, her prototype has the option to halve the damage before counting DR and energy resistances at the cost of 15 energy per attack. She may deactivate it or switch between the two versions with a free action on her turn.
Youkai Engineers always try to stay ahead in the field. Prototypes aren't perfect but progress has to start somewhere.Engineer's PatentIt is natural for the Youkai Engineer to try to get the best performance out of anything by making... improvements... to just about any object of up to two size category larger than your own. Mechas do not qualify as an object for the purpose of this ability.
The process costs 100gp for a weapon, 50gp for anything else. You must succeed on a Craft DC 20 (associated to the item modified, risks of losing raw materials as usual) and go through the crafting duration as per the market price in silver (3000 for weapons, 1500 for other objects).
Improving an item more than once destroys the previous improvement. Improved items have their market price increased by 300 for weapons, 150 for other objects. They usually all display your brand or logo.
The improvement can be one of the following:
+5 to hardness
Its hit points are increased as if it was twice as thick (if a substance) or as if it was one size category larger (if an armor/weapon/shield).
The object also counts as a masterwork tool granting a +4 circumstance bonus to any one skill (+2 when used by others)
The object functions and can be used without penalty underwater
Range Increment increases by 5 feet (non-mecha weapons only)
Object is immune to rust and does not deteriorate with time
With the right design, a simple tool can be so much more.- Extending ArmsThe Youkai Engineer develops a particular obsession for extending arms. Her Toolpak gains two arm-like in-built weapons. They deal 1d8 bludgeoning damage for a medium sized Toolpak but are too crude for fine object manipulation. Each arm has a natural reach equal to the reach common to the size of her Toolpak (ie: 10ft for large, 15ft for huge) even while the Toolpak is withdrawn. Each can store and deliver touch effects and can only be used if you have a free hand to devote to its control.
If you chose the Mechanical Limb breakthrough, each mechanical limb can be replaced by one of your extending arms. These extending arms would retain the ability to quickly store and retrieve objects, their fine object manipulation and ability to wield weapons and shields.
Most Youkai Engineers prefer the hands-on approach to things.- MaintenanceThe Youkai Engineer becomes especially good at repairing things.
You may use energy to help you with the maintenance and repairs of any one object or construct within touch range. As a standard action, she may restore 1 hit point per energy point expended on the maintenance.
With a fullround action you can remove an ill effect from a construct or object, provided you win an opposed level check against the source of the effect. (DC 25 against sources that aren't creatures).
Additionally, you are now qualified to repair any destroyed mecha on your own without a crew of mechanics. The process is the same as building a Toolpak from scratch (50gp x mecha's max level and Craft (Armorsmithing) DC 25 to determine your daily progress). However, because their technology may be beyond her abilities, she cannot restore a destroyed mecha whose level is higher than her class level.
Working on self-repairing ones, such as a nanoarmor, reduces its restoration countdown by the amount of time you work on the repairs.
The Youkai Engineer can take care of everyone's machines. No need to go back to HQ.- Mechanical LimbThe Youkai Engineer may now store and retrieve items into and from her Toolpak as a free action using two special mechanical limbs. They may do fine item manipulations and use weapons and shields using your own proficiencies while you are controlling them. While she has at least two hands busy controlling them, she is treated as if her Strength score was 2 points higher.
One of your own hands must be devoted to controlling each limb for it to function (it must not be holding anything). These limbs still hold any held item if you let go of their controls.
You may select this option more than once, getting a new pair of arms each time, but each arm still requires that you dedicate one of your hands to controlling it.
Because everyone needs a helping hand or two.\
- OverclockingYou know how to give these mechanisms the little tweak they need to over-perform. Or how to plug them to the right engine.
If you are within touch range of any artificial vehicle, (mechas, nanoarmors and Toolpaks included), you may take a swift or move action to increase all its movement speeds for 1 round. This extra movement costs 1 energy per extra feet traveled, rounded down to the nearest 5 feet increment.
In the case of mechas, these speed increases are converted to mecha scale.
It is not uncommon for a Youkai Engineer to be startled by her own efficiency.Power Overwhelming (requires 15 ranks in knowledge (Architecture and engineering))
The Youkai Engineer's Toolpak has truly become a testament of her brilliance.
As an free action while her Toolpak is deployed, provided that she has enough space to fully expand, she may turn her Toolpak into a mecha. Its occupied space and all its properties and abilities adapt to mecha scale for a number of rounds equal to 3 + your Intelligence modifier, after which your Toolpak is automatically destroyed. You may take 2d12 hours to put it back together or make a new one from scratch, as normal.
"Decease it! I mean, this is it!!"- Reinforce (requires the Maintenance breakthrough)
Whenever the Youkai Engineer uses her Maintenance ability on an object, she may heal it past its maximum hit points, granting it temporary hit points that may not exceed her class level + her Intelligence modifier. These temporary hit points do not stack with the Ablative Plates arsenal accessory (they are technically the same thing).
Additionally, the Youkai Engineer has developed a better self-repair system that allows her Toolpak to repair itself when destroyed. It still takes it 2d12 hours to restore itself, but she doesn't have to be the one doing the work. She may choose to assist it and subtract the time she works on it from that restoration countdown.
She may also use that system to repair the destroyed mecha of her allies (one repair at a time), the reparation happening automatically and without expenses.
When you want something done right, you gotta do it yourself. RadarYou gain a special radar that allows you to detect the presence of creatures within 5 feet per class level. This detection ignores line of effect and may help you pin-point creatures but does not make it easier to see them.
A creature does not appear on the radar while it is actively hiding.
They appear as dots on the radar. It is two-dimensional, so it does not account for their elevation. It also somehow shows you in which general direction they are looking, which gives you a +5 circumstance bonus on Hide checks to hide. The device lasts 5 rounds.
Once you have 9 ranks in Knowledge (architecture and engineering), the dots get colors showing you if they are enemies or allies, if they suspect your presence and if they are alert of your presence.
Once you have 13 ranks in Knowledge (architecture and engineering), the radar gives you their elevation as well.
Once you have 17 ranks in Knowledge (architecture and engineering), the radar also gives you the layout of terrain within the area it covers.
"It looks like there's a hole somewherewhere we can go down."- SubtankEach time you select this breakthrough you gain a subtank within which you may invest up to twice your class level in progress points, reducing your progress point maximum by the same amount. You may make this investment whenever you select your arsenal options.
Whenever your Toolpak would be destroyed your subtank can automatically activate to grant your Toolpak twice your investment in hit points. If the restored hit points wouldn't be enough to prevent its hit points from being under 1, another subtank is expended until they are either all expended or until a subtank would leave it with at least 1 current hit point.
Effects that would directly destroy the Toolpak are treated as if they would reduce its current hit points to zero.
You may manually activate a subtank with a standard action. When a subtank is spent, your progress points maximum retrieves the invested points (your current progress points do not increase).
You may not have more than 5 subtanks.
You may also decide upon investing progress points into a subtank to have it refill energy instead of hit points.
One or the other; never both.
Unlike a normal subtank, energy subtanks may only be activated manually with a standard action.
"Wait. Where's the iceman?"- System Shock (requires Sentient [Super Robot Upgrade])
With her greater knowledge of nanotechnology, the Youkai Engineer discovered a better programming for her Toolpak and, whether by some twist of fate or by design, its AI developed its own personality and learned to create and control nanodrones of its own. It has an intelligence score equal to yours and you may instantly retrain any of your Youkai Engineer bonus feats for
Funnel feats. You count as if you could cast spells of a level equal to half your class level for the purpose of using this feat and meeting its prerequisites. Your Toolpak can spend actions to control its funnels while it is deployed.
"Thank you for running my errands, puppets."- Tether HookYou can make a special Arsenal (I) weapon that takes 20 arsenal space with which you can equip your Toolpak and the mechas of your allies. Each tether hook equipped to a mecha other than your Toolpak counts against their arsenal space and reduces your maximum progress points by 10.
The hook can be shot with an attack action, it bypasses all hardness and DR but deals only 1 piercing damage (no ability modifier to damage), threatens a critical hit on a 20 (x3) and has a 100 feet range increment (but cannot shoot farther than its wire's length). It has only one ammo (hook).
The hook is linked to a steel wire/chain whose length is 40 feet +10 feet per class level.
A successful shot indicates that the hook lodged itself into something, anchoring the wire firmly enough to pull yourself to it with a move action. Once a surface is hooked, you automatically know if it is sturdy enough to support your weight.
You may instead use that move action to pull your hook back (allowing you to use it again) or to pull the hooked target to you. If the target is an object, you must be strong enough to drag its weight to pull it to an available square adjacent to your own. It may instead be instantly stored within your Toolpak if it fits your light load. If the target is a creature, you may pull it to you or drag it along as you move by winning an opposed strength check, both moving 5ft for each point you exceeded his strength check (if it resists). A creature can sunder the wire or unhook himself with a DC 15 strength check as a standard action or may use the wire as a move action itself to pull you to it or drag you along as it moves. You cannot move beyond the maximum length of the wire from the hooked target without retrieving the hook or dragging the target along.
Retrieving the hook allows you to use it again. If you pull yourself to a hooked surface, you automatically retrieve the hook and move to the closest available space adjacent to it on your trajectory. This movement provokes attacks of opportunity.
You may disconnect yourself from the wire with a free action on your turn.
While a target is hooked, you may use the wire in any way you can use a rope (including swinging yourself around or climbing normally).
"Because it is so awesome you could make a whole game about it. Seriously."- Tractor Beam (requires the Tether Hook breakthrough)
You developed an advanced version of the tether hook. The wire and hook are now made of light particles that cannot be sundered nor be otherwise broken.
It may alternatively be used at half range (20 feet +5 feet per class level) as a ranged touch attack that initiates a ranged grapple attempt. If the grapple is a success, you may bring the grappled target over to your occupied space so that you may grapple normally or choose to count as grappling and both stay where you are. By taking a -20 penalty on the grapple check, you may maintain the grapple without counting as grappled yourself. Once you establish a pin on the target, that penalty is reduced to -10. Both object and creature targets caught by the tractor beam count as weightless for the purpose of being brought to you or dragged around (this does not make 'anchored' objects such as trees and most structures easier to dislodge). A special stasis field on the hooks makes any surface you hook into able to support your weight.
- TurretThe Youkai Engineer can invest a total of 2 progress points per class level in the creation of turrets, reducing her progress point maximum by that amount while they are operational. Your turret limit is equal to 1+¼ your class level.
With a move action, the Youkai Engineer can set a medium-sized turret in an adjacent square (it may float in mid-air).
The turret has 1 hit point per progress point invested into it. It has natural armor to AC equal to your Intelligence modifier and DR/- equal to half the invested points (rounded down).
It uses your BAB for its attacks and adds your Intelligence modifier to its attack rolls (no strength/dexterity modifier to damage) and deals 1d8 damage + half the invested progress points (rounded down, no strength/dexterity modifier to damage). They have a range increment of 100 feet.
You may take a standard action to have one of your turrets attack once or you may take a fullround action to have them all attack once.
A turret of your choice is replaced when a new one is made after reaching your active turret limit. You may undo up to all your active turrets with a move action.
"Hello? There you are!"- Turret Ω (requires the Turret Breakthrough)
You can now make a special turret.
You can use the Custom Weapon experimental engineering option to give a different ranged weapon of your design to that turret.
Upon setting the turret up, you may equip it with a ranged Custom Weapon made permanent as part of your Integrated Technology (you lose access to it while the turret is up). You must otherwise pay the Custom Weapon's progress point cost every round (not counting against the amount of progress points that may be invested into turrets). The turret fries and is destroyed at the beginning of your turn if you do not pay its cost.
Additionally, you may now toggle autoattack mode on/off upon a turret's creation or toggle up to all your turrets once per round on your turn with fullround action. A turret on autoattack mode will automatically attack any creature it detects within its range that you have not designated as an ally. Their target priority is determined by you upon activating autoattack mode (closest/farthest/largest/last creature I attack/last creature that attacks me/etc). They use your Spot and Listen skill check modifiers and any senses that you have for the purpose of detecting potential targets. They attack once per round but no longer gain half the invested progress points to damage
"I'm different."- UnderclockingWhen you are slowed or fatigued, all energy consumptions are reduced by half (rounded down).
If you are exhausted, energy consumption is quartered.
At the beginning of your turn you may voluntarily fatigue yourself for 1 round.
This fatigue ignores any immunities you might have.
"Do it slowly!"Youkai DroneOnce per day you can generate a youkai drone as a fullround action. Upon its creation, it may be empowered by investing progress points into it, reducing your progress point maximum. It has an humanoid shape of your size or up to two size categories smaller than your own. Its construct nature is plain to see and it can speak and understand the languages that you know.
When the drone is destroyed, your invested progress points are returned to you. Your progress point maximum is the only limit to how many progress points may be invested into the drone.
It blindly obeys your every commands.
HD and type: For the purpose of effects related to number of Hit Dice, use your character level. It is a construct creature.
Hit Points: The drone has 5 hit points, plus 1 hit point for every progress point invested into the drone. It does not gain bonus hit points for being a construct of a certain size category.
Energy: The drone has energy equal to the number of progress points invested into the drone. It recovers 10% of its total energy capacity each round, rounded up.
Ability scores: It shares your ability scores but has no constitution.
AC: It has a natural armor bonus to AC equal to its strength modifier and a deflection bonus equal to its intelligence modifier.
Attacks: Use your base attack bonus.
Speed: 30 feet land speed.
Saving Throws: Use your own, minus any constitution modifier to fortitude saves.
Feats: The drone has feats as determined by its effective HD, but they must all be feats from the fighter's bonus feat list.
Skills: The drone shares your skill ranks.
Senses: The drone has low-light vision and darkvision 60ft. (as per constructs)
Abilities:
- The drone can self-destruct with a fullround action, dealing 1d4 untyped damage to everything within 60 feet from it. Reflex save DC (10 + ½ HD + Intelligence modifier) for half damage. This destroys the drone.
- The drone has a storage space of its own. It can carry your stuff like a second Toolpak.
- You may use all your experimental engineering options on the drone as if it was your Toolpak.
- It has preprogrammed maneuvers chosen from your maneuver known. Each preprogrammed maneuver requires an additional progress point investment equal to their maneuver level. (that do not improve its other properties)
- The drone is equipped with arsenal weapons and accessories available to you whose combined storage space is equal or lower than the amount of progress points invested into it.
"Clearly man's best friend is it greatest invention?"- Youkai Tank (requires 12 ranks in knowledge (Architecture and engineering))
The Youkai Engineer develops a particular obsession for tanks. Her Toolpak gains the Transform (Tank) Super Robot upgrade or upgrades it further; in which case its melee weapons gain the Brutal property when turned into cannons and the tank maintains any ability to fly that it already had.
"If only you'd chased me when I ran before, you would've been crushed by the might of my Flying Tank, Evil Eye Sigma!!