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
- +2 to any one physical stat (Str, Dex, or Con) chosen at character
creation.
- Size: Medium (unless the hydromech gains the centaur
configuration)
- Base Speed: Hydromechs have a base land speed is 30 feet.
- +1 Natural AC
- Living Construct subtype (detailed below)
Living Construct Subtype
- Unlike constructs, living constructs have a Constitution score.
They do not get the bonus hit points due to their size, like normal
constructs. Living constructs do not die until they are at negative
hit points equal to their Constitution score, but are subject to the
same rules for negative hit points as other humanoid creatures.
- All living constructs have an Intelligence score of at least 1 and
thus have skill ranks and feats as appropriate for their Hit Dice.
- Dying living constructs have a +2 racial bonus to stabilization
checks.
- Like constructs, living constructs are immune to disease,
paralysis, nausea, poison, sickened and sleep effects.
- Unlike constructs, living constructs are not immune to death
effects, energy drain, exhaustion, fatigue, mind-affecting, and
stunning effects, but they do get a +2 racial bonus to saving throws
to resist them.
- Unlike constructs, living constructs are not immune to ability
damage, ability drain, bleed, necromancy effects (see below),
negative levels, non-lethal damage, effects that require a Fortitude
save or death from massive damage.
- Living constructs do not need to eat, breath or sleep, but those
with abilities that require rest, like spellcasting, still require 8
hours in a relaxed state to regain them.
- Spells from the conjuration (healing) subschool are only half
effective on living constructs, rounded down.
- Like constructs, living constructs do not heal naturally, but can
be repaired using an appropriate Craft skill (like armorsmithing,
blacksmithing, gemcutting or sculpting). Each check takes 8 hours
and the number of hit points regained is equal to the result of the
Craft check -15.
- Living constructs can be raised, reincarnated and resurrected.
They cannot be reanimated as undead or deathless unless specifically
stated otherwise.
- Living constructs do not get low-light vision or darkvision,
unless stated otherwise.
- Regardless of whether the creature type is either humanoid or
construct, those with the living construct subtype count as both
humanoids (of the living construct subtype) and constructs for
extraordinary abilities, supernatural abilities, spell-like effects,
psi-like effects, feats, spells and psionic powers. This includes
spells, like Repair Light Damage, special weapon qualities, like
Bane (construct), and class abilities, like favored enemy
(construct). If there a situation where the same effect would affect
humanoids and constructs differently, like Charm Person, assume that
the effect does apply and in the most severe applicable manner.
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.