Hydromech (3rd Generation Gearforged)

Physical Description

Hydromechs, the latest evolution in the gearforged lineage, are a marvel of engineering and magic. Like all gearforged, they were once living beings, now inhabiting standardized bodies. However, Hydromechs stand out with their advanced hydraulic systems powered by soul gems. These systems use pressurized water in cylinders of various sizes to achieve movement, making up the majority of the “muscle” of the machine. The compressors, though still clockwork in nature, occupy much less space than those in the first-generation gearforged.

Each Hydromech is crafted from iron, brass, and steel, with articulated joints, hands, feet, and magical eyes. Their appearance is as distinctive as any other person’s hair and eyes, yet they maintain a humanoid framework. The hydraulic actuators, powered by magical springs, provide smooth and powerful movements, while their minds rely on memory gears, transverse cognition gearing, and the marvel of a soul gem connected to a maze of silver and mithral, steam, spark, and magical conduits.

A large and heavily armored Hydromech can weigh up to 400 pounds, with its armor often built into its structure. Despite their mechanical nature, Hydromechs are thinking, free-willed creatures, capable of serving as city watchmen, soldiers, and more.

Society

Hydromechs do not have a separate society of their own. Instead, they integrate into existing societies as best they can. Their metal bodies and extended lifespans often set them apart, but their free will and intelligence allow them to find their place. They are well-balanced mechanisms supporting thought and action, with each body serving as a safe harbor for a soul that once lived in flesh.

Base Statistics

Living Construct Subtype

Hydromech Additional Traits

Hydromechs are highly customizable; the player chooses from a long list of traits that become racial traits of the hydromech. These traits are limited both by cost and by a mechanic called “Draw.” Hydromechs have a maximum base cost of 3,000 gp that is assumed in their creation. Spending under that amount, however, yields no bonuses, nor does the hydromech get the remainder in any way. Upgrades can be purchased later on, and cost double the listed amount. Optionally, if the character is starting a higher level especially, the starting cost can be expanded beyond 3,000 gp. Regardless, the soul gem has a limit on what it can power and control, and the maximum number of “draw” is 15 points. Max draw cannot be increased, but a player need not chose to fill all draw at creation. Furthermore, some traits purposefully bleed water. While the hydromech has safety protocols in place to prevent it from spending water it requires for movement, water reserves vary based on design. Water can be replenished at any large water source at a rate of 10 gallons per round.

Synergistic Traits

Just as some traits require the framework of another trait to be built upon (such as a Heating Element to power Heated Fists), other traits are more easily incorporated if they are built together. When these synergistic traits are built into the hydromech at the same time as each other, they reduce both cost and draw. If these traits are built synergistically, the combined draw is one less, and the cost for the less expensive trait is halved (or one is halved if the cost is equal). However, if the hydromech ever decides to get rid of one of the synergistic traits, both will need to be removed as they are intertwined in such a way that they rely on each other’s system to function. For example, if a hydromech was built with both Heating Element and Cooling System, the total cost of a synergistic build would be 150 gp and 1 draw. In addition, only one synergistic build is possible per trait. It should be noted, also, that perquisite traits work the same way. If you rip out the prerequisite trait, it also removes all of the traits that rely on that system to function.

Synergistic Traits

  • Anti-flanking Configuration and Enhanced Dexterity
  • Cooling System and Heating Element
  • Self Repair System and Positive Transformer Circuit
  • Self Repair System and Negative Transformer Circuit
  • Infrared and Ultraviolet Sensors
  • Extra Arm and 2nd Extra Arm
  • Frozen Fists and Heated Fists (provided that the Heating Element and Cooling System are also synergistically engineered)
  • Centaur Configuration and Power Stabilizers
  • Power Armor and Damage Dampeners
  • Increased Speed and Power Jump

Customization Traits

  • Acid Resistant Paint (100 gp, 0 draw): Gain Acid Resistance 5. This glossy paint can be any color (or even clear). You can have only one paint trait at a time.
  • Anti-flanking Configuration (2000 gp, 4 draw): Since your joints, limbs and neck can swivel 360 degrees, you cannot be flanked.
  • Arcane Grounding (1000 gp, 2 draw, requires “Grounding Kit” trait): This trait grants spell resistance equal to 6 + their character level. This trait can be taken twice, though it also requires that the grounding kit is taken each time this trait is taken.
  • Built-in Retractable Weaponry (2 times cost of weapon, 1 draw): Chose a one handed weapon or shield and an arm that is not already affected by this trait. You can draw and sheath/hide this weapon inside your arm and body as a free action. You can take this trait once per arm. You can attach magical weapons or shields as well.
  • Camouflage Paint (200 gp, 0 draw): Chose a terrain. You gain a +2 bonus to stealth in this terrain due to camouflage coloration. You can have only one paint trait at a time.
  • Centaur Configuration (3000 gp, 2 draw): This trait grants Large-size and four legs, giving them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed. In addition, hydromechs with this trait use weapons and armor as if they were Medium (instead of Large). This also increases carrying capacity.
  • Claws (200 gp, 2 draw): This trait grants two claw attacks. These are primary natural attacks. The damage is based on the creature’s size.
  • Climber Kit (1000 gp, 2 draw, requires “Claws” trait): This trait grants a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
  • Cooling System (100 gp, 1 draw): Gain Fire Resistance 5. You can take this trait 4 times.
  • Damage Dampeners (200 gp, 4 draw): This trait grants DR 5/magic. This can be increased to DR 10/magic for an additional 2 draw and 500 gp.
  • Decanter of Endless Water (10,000 gp, 0 draw): This magical reservoir of water grants an endless supply of water to the hydromech without adding any encumbrance. This water can be used to maintain all traits that expend water indefinitely. Cost for this add-on does not double after character creation.
  • Digger Kit (2500 gp, 3 draw, requires “Claws” trait): This trait grants a burrow speed of 20 feet. This trait can be taken twice. The second time it is taken, the burrow speed increases to 30 feet and costs 500 gold and 2 additional draw.
  • Enhanced Constitution (500 gp, 2 draw): +2 Racial Bonus to Constitution. This is in addition to the initial stat bonus. This trait can be taken twice.
  • Enhanced Dexterity (500 gp, 2 draw): +2 Racial Bonus to Dexterity. This is in addition to the initial stat bonus. This trait can be taken twice.
  • Enhanced Strength (500 gp, 2 draw): +2 Racial Bonus to Strength. This is in addition to the initial stat bonus. This trait can be taken twice.
  • Extra Arm (2000 gp, 4 draw): Gain a third arm and wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands. This trait can be taken up to twice. When it is taken a second time, the hydromech gains a fourth arm.
  • Fall Dampeners (500 gp, 3 draw, 10 gallons per round): This trait allows the hydromech to jet water from its back and bottom of feet allowing it to slow a fall enough to avoid falling damage, falling up to 30 feet in one round.
  • Fogger (50 gp, 1 draw, 1 gallon per use): This is essentially a spell-like ability of the spell of the obscuring mist spell, though it is a non-magical effect and the vapor emanates from a valve on the hydromech’s chest.
  • Frozen Fists (100 gp, 1 draw, requires “Cooling System” trait): This trait grants the following supernatural ability: Once per day as a swift action, the hydromech can cool its hands to sub-zero levels. Unarmed strikes with its hands (or attacks with metallic weapons held in those hands) deal +1d6 points of cold damage. This lasts for 1 round per character level. The hydromech may end the effects early as a free action. Frozen Fists and Heated Fists cannot be used in the same hand at the same time.
  • Grapple Cannon (1000 gp, 2 draw): This trait grants a melee attack with a spring-loaded grappling claw attached to a short cable which is also attached to the hydromech’s shoulder, chest, or head (chosen at the time of creation). This is a secondary attack. A creature hit by this attack cannot move more than 10 feet away from the attacker and takes a –2 penalty to AC as long as the cable is attached (this penalty does not stack if multiple cables are attached). The grappling claw can be removed by the target or an adjacent ally by making an opposed Strength check against the attacking creature as a standard action or by dealing 2 points of damage to the cable or claw (AC 11, damage does not reduce the hydromech’s hit points). The hydromech cannot move more than 10 feet away from a creature stuck to its grappling claw, but it can release its claw from the target as a free action. A hydromech can only have one creature attached to its grapple claw at a time. This trait can be taken up to two times. The second time it is taken, the hydromech gains the ability to pull a creature attached to their grappling claw 5 feet toward them as a swift action.
  • Grounding Kit (100 gp, 1 draw): Gain Electricity Resistance 5. You can take this trait 4 times.
  • Heated Fists (100 gp, 1 draw, requires “Heating Element” trait): This trait grants the following supernatural ability: Once per day as a swift action, the hydromech can heat its hands to red-hot levels. Unarmed strikes with its hands (or attacks with metallic weapons held in those hands) deal +1d6 points of fire damage. This lasts for 1 round per character level. The hydromech may end the effects early as a free action. Frozen Fists and Heated Fists cannot be used in the same hand at the same time.
  • Heating Element (100 gp, 1 draw): Gain Cold Resistance 5. You can take this trait 4 times.
  • Hidden Compartment (100 gp, 0 draw): Your body has a secret compartment and you can discretely access it. You can hide an object no bigger than a dagger or wand and gain a +4 circumstance bonus on your Sleight of Hand checks when you draw it from the compartment. You can have up to 4 compartments. You can also combine space to make a larger compartment.
  • Horns (100 gp, 1 draw): This trait grants a natural gore attack as a primary attack. Damage is determined by size.
  • Hydraulic Push (500 gp, 1 draw, 10 gallons per use): This is essentially a spell-like ability of the spell of the same name, though it is a non-magical effect and the water emanates from a valve on the hydromech’s chest.
  • Increased Speed (200 gp, 1 draw): Increase base speed by 10 feet. You can take this trait 3 times.
  • Infrared Sensors (50 gp, 1 draw): Gain darkvision 60 feet. You can take this twice.
  • Iron Jaws (100 gp, 1 draw): This trait grants a natural bite attack, dealing damage equivalent to that of a creature of the hydromech's size category. The bite is a primary attack or a secondary attack if the creature is wielding manufactured weapons. This trait can be taken an additional time, increasing the damage by one size category.
  • Jet Pack (5000 gp, 2 draw, requires “Fall Dampeners” Trait, 50 gallons per round): This trait grants a fly speed of 30 feet with clumsy maneuverability. This trait can be taken more than once. Each time, the GPR (gallons per round) increases by 10 and the hydromech’s fly speed increases by +10 feet, and the maneuverability improves by one step.
  • Negative Transformer Circuit (1500 gp, 1 draw): Hydromechs with this trait can be healed with negative energy, like undead.
  • Positive Transformer Circuit (1500 gp, 1 draw): Hydromechs with this trait can be healed normally with positive energy.
  • Power Armor (100 gp, 1 draw): This trait grants an additional +1 natural armor bonus to their Armor Class. This can be taken 4 times.
  • Power Jump (100 gp, 2 draw): Hydromechs with this trait are always considered to have a running start when making Acrobatics checks to jump.
  • Power Stabilizers (100 gp, 1 draw): This trait grants a +4 racial bonus to CMD when resisting bull rush or trip attempts while standing on the ground.
  • Power Swim (500 gp, 2 draw): This trait grants a swim speed of 30 feet and a +8 racial bonus on Swim checks that a swim speed normally grants.
  • Prismatic Paint (1000 gp, 2 draw): This shifting and reflective metallic paint grants a +2 racial bonus to AC against rays. Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. You can have only one paint trait at a time.
  • Psionic Grounding (2000 gp, 2 draw, requires “Grounding Kit” trait): This trait grants psionic resistance equal to 6 + their character level. This trait can be taken twice, though it also requires that the grounding kit is taken each time this trait is taken.
  • Running Light (100 gp, 1 draw): Choose a location to emanate light from. You can, at-will, shed (or extinguish) light from that location as if it was a hooded lantern. You can take this trait multiple times, choosing a new body location each time.
  • Self-repair System (3000 gp, 6 draw): Hydromechs with this trait regain 1 hit point each round. This will not allow a hydromech to regrow lost body parts. This continues to function (even at negative hit points) until the hydromech dies. This trait can be taken multiple times, costing an additional 500 gp and 1 draw each time. (Max 5 times)
  • Stealth Paint (500 gp, 0 draw): This non-reflective, light-absorbing black paint grants a +4 bonus to Stealth checks in low-light conditions. You can have only one paint trait at a time.
  • Steam Breath (100 gp, 1 draw, requires “Heating Element” trait, 10 gallons per use): Pick either a 15-foot cone or a 20-foot line. Once per day, as a standard action, this trait allows the hydromech to make a supernatural breath weapon attack that deals 1d6 points of fire damage (in the form of steam, so it will NOT set fires). All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user’s character level + the user’s Constitution modifier. Those who succeed at the save take no damage from the attack. You can take this trait more than once. When it is, you can augment the breath weapon in the following ways (augmentations marked with an asterisk [*] can be taken more than once). It also increases the water usage by 10 gallons each:
    • Extra Breath*: The member of this race can use its breath weapon an additional time per day.
    • Increased Area: Increase the cone’s size to 30 feet or the line to 50 feet.
    • Increased Damage*: Increase the damage by an additional d6.
    • Powerful Breath: The breath weapon deals half damage on a failed saving throw.
  • Ultrasonic Sensors (500 gp, 3 draw): Using sonar, hydromechs with this trait usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that the hydromech cannot see still has total concealment against individuals with this trait, and members of this race still have the normal miss chance when attacking creatures that have concealment. Hydromechs with this trait are still denied their Dexterity bonus to AC against attacks from creatures they cannot see.
  • Ultraviolet Sensors (100 gp, 2 draw): Gain low-light vision.
  • Water Hammer (500 gp, 1 draw, requires “Cooling System” trait, 10 gallons per use): This is essentially a spell-like ability of the spell of the same name, though it is a non-magical effect and the water emanates from a valve on the hydromech’s chest.
  • Water tank (10 gp per 20 gallons, 0 draw): This increases the amount of extra water a hydromech can expend on traits that require water. Normally, the hydromech has 10 gallons of water that it can expend, which do not add to its encumbrance. For every 20 gallons added, however, 200 lbs. of encumbrance is also added.
Hydromech Automated Worksheet
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